Ah-hae Cho;Jihun Seo;Jungwoo Cho;Sunghoon Kim;Youngho Kim
The Journal of The Korea Institute of Intelligent Transport Systems
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v.22
no.4
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pp.145-166
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2023
The ongoing COVID-19 pandemic has led to a widespread shift towards non-face-to-face/uncrewed services in various sectors of society. Despite this, research on the digital divide has focused predominantly on analyzing various factors, with the notable absence of studies addressing the digital divide. Therefore, study examined the current digital divide in the transportation sector through a survey-based approach. First, a nationwide survey was conducted among adult men and women to assess their digital device usage. Vulnerable groups sesceptible to digital disparities were identified based on factors such as age, education, and income. Second, comparative analysis was conducted to examine the usage patterns of mobile applications related to the transportation sector among the vulnerable and non-vulnerable groups using chi-squared test. These findings suggest that the vulnerable group exhibited lower awareness and preference for mobile applications, a significantly lower frequency of application usage than the non-vulnerable group. Finally, a comparison of the proficiency in utilizing transportation sector mobile applications was conducted, showing that the vulnerable group demonstrated a significantly lower level of proficiency across all aspects of application usage procedures compared to the non-vulnerable group. These survey results provide a valuable foundation for future policy formulation to reduce the digital divide in the transportation sector. By highlighting the current state of digital disparities, the research contributes to developing evidence-based strategies to enhance inclusivity and equal access to digital services in tjwtransportation.
The results of this study on Purchase Patterns and Recognition of Processed Foods of School Meal Service Dietitians of elementary, junior and senior high schools in Chonbuk and Deagu Area are as follows : First, the rate of single cooking of the schools surveyed is 100% in Deagu and 66.9% in Chonbuk, and Chonbuk has more small-meal service schools which caused a higher labor cost than Deagu, Secondly, schools in Deagu has purchased not completely processed vegetables and fish and shells than Chonbuk, and Chonbuk(66.9%) has served more Kim-chi products than Deagu(41.6%). Thirdly, nutritional effects and preference have been considered as school dietitians make plans for the menu. Fourthly, the opinions of the school dietitians about processed food are in the order of high sodium content, convenience and the use of preservative, and Chonbuk has responded positively to the articles of future oriented quality, cooking usage and variety while Deagu has thought of it as an economical. The expected effects from the use of processed foods are in the order of saving labor time and student preferences. Fifthly, meat products have been frequently used and more frozen meat products have been used in Deagu and senior high school than Chonbuk and elementary and junior high schools, last, preferences on processed food are in the order of frozen sea food, noodles. dried sea food, processed vegetable and fruit, dairy goods and others. Senior high school dietitians have preferred packed meat products and other frozen processed food more than elementary and junior high school dietitians. The rate of serving processed food had a different depending on the number of students. In this study, dietitians recognize the harmful effects of processed foods over the merits, which means that the rate of using processed food is low. The proper usage of processed foods is thought to improve the preference of students, to have cooking time shortened and to help manage the meal service sanitarily and efficiently. Therefore, companies producing processed foods should do their best to develop safety and health oriented foods to gain the credibility, and the government should make new regulations for people to purchase and obtain processed foods without any doubt.
This study researched the needs of smart fashion items using energy harvesting for outdoor wearers and surveyed the application areas and design preferences for energy-harvesting systems based on outdoor activities. A total of 217 subjects were surveyed. Subjects who had at least 3 years of experience in outdoor activities were selected in order to increase the reliability of the research results. The survey investigated lifestyles based on outdoor activities, outdoor clothing and electronic equipment usage, purchase style, utilization plan, and design preference for energy-harvesting clothing and supplies. The results showed that 62.7% of the respondents had experience in outdoor activities for more than five years. 96.3% of the subjects carried electronic equipment, and 179 participants(82.5%) experienced discomfort due to battery consumption/dead batteries during outdoor activities. 78.4% were interested in smat fashion items using energy-harvesting technology, and the energy-conversion technology that was useful for outdoor activities was "kinetic energy"(74.7%). Participants showed a high preference for a detachable type(30.9%) and a city type(69.1%) that can be worn in outdoor activities as well as in general life. The preferred location of the electric power-charging device was the "Hem area of top garment"(35.9%), and the reason for this selection was that it was easy to operate and did not interfere with movement. The data from this paper can be used as a basis for product planning and product design for energy-harvesting apparel designers and supply developers for outdoor clothing.
The viewpoint of a digital game is a prime factor that determines user immersion, and first-person viewpoint is known to produce greatest immersion. However, most games adopt third-person viewpoint rather than first-person viewpoint. This study analyzed the reason for the preference of third-person viewpoint. First, six viewpoints were defined by combining three viewpoints (first-, third-person, omniscient viewpoints) and two distances (proximal, distal) between camera and game character. Then 100 games which received high ratings during the past 10 years were sampled, and the frequencies of viewpoint choices and genres were analyzed. Overall, the results showed that games have strong preference for third-person viewpoint. However, preferred viewpoints differed depending on genres, for example, most shooting games used first-person, proximal viewpoint. This result could have arisen because both characteristics of a game and field of view have influenced choice of viewpoint. That is, many games adopt third-person viewpoint because developers consider not only user immersion but also scene visibility.
With the advent of digital broadcasting, a large number of program channels become available at the user terminals such as set-top-box or PC. Channel navigation and searching become more difficult at TV terminal sides using a conventional device such as a TV remote controller. The MPEG-7 MDS (Multimedia Description Scheme) and TV Anytime set up a standard about how to describe user preferences for genre, channel, actor/actress, keyword, etc. of the TV programs, and how to describe usage history for user's program consumption behaviors and preferences. But they do not describe how to use them. In this paper, we describe an IPG (Intelligent Program Guider) system that provides TV program and channel information based on user preferences and suggest easy access to TV program that user wants. The IPG monitors user's behaviors of interacting to programs and automatically updates the user's preference changes according1y. The IPG utilizes user preferences description scheme specified in both MPEG-7 MDS and TV Anytime metadata specifications.
This paper begins with the thesis that the so-called 'Be Slow' Movement has not only affected the contemporary life style but also the current fashion trend in the West as well as in Korea. The influence of the 'Be Slow' Movement on the everyday life of Western and Korean society can be documented by recent books, news reports, and many articles from various kinds of mass media and fashion magazines since the year 2000. The results of this study can be summarized as follows. First. the 'Be Slow' Movement is a new cultural phenomenon and very different from that of the past century. It has emerged very recently and it could affect the life style o( its followers for a long period of time. Second, the influence of 'Be Slow' Movement on everyday life can be witnessed in many behavioral choices. such as the preference of organic food and natural cooking for food and the preference of rural life and a green patch of land for housing. Some aspects of the way of rearing the children and long-term planning of one's life are also under the influence of 'Be Slow' Movement. In a way. the life style Proposed by the 'Be Slow' Movement is somewhat similar to that of 'Bobos'. Third, the influence of 'Be Slow' Movement on the current fashion trend can be observed in the appreciation of time-consuming labour and increased usage of D.I.Y. clothing. The higher value of fashion goods with handcrafted part or scarce luxury item are good examples of the influence by the 'Be Slow' Movement. One can say that the 'Be Slow' Movement is not retrogression, but a re-creation of time and space to be grateful for one's life. Thus, it is not anti-technology but a commercialism with technology in order to enhance the quality of life and to place people in the center of production and consumption. Consequently, one may say that the 'Be Slow' Movement is a appropriate and affluent way of living.
For the purposes of participation in research projects, living in a laboratory has become popular among male university students who tend to have less opportunity for nutrition education and overestimate their own health, suggesting possibilities of many undesirable practices of lifestyle and dietary habits. Therefore, this study was conducted to investigate and compare health-related lifestyle practices, dietary habits, nutrition knowledge, food preference and dietary behaviors of the male university students according to residence type. The subjects were 260 (34, 15, 44, and 167, respectively for lab-living, self-boarding, dormitory and commuting) male engineering majors in the Gyeonggi area. Self-administered questionnaires consisted of general characteristics, health-related lifestyle practices, dietary habits, fast food consumption, nutrition knowledge, preference for foods and tastes, and self-examination of dietary behaviors. Lab-living subjects showed many undesirable practices, particularly with more smokers (p < 0.05), irregular eating (p < 0.01), overeating (p < 0.05) and skipping breakfast (p < 0.01), compared to the dormitory students and more time in computer/TV usage (p < 0.05), overeating (p < 0.05), more frequent use of fast-food (p < 0.05), less nutrition knowledge (p < 0.01) and less intake of milk/dairy products (p < 0.01) and fruits (p < 0.01), compared to commuting subjects. More smokers (p < 0.05) and irregular (p < 0.01) and unrelaxed meal times (p < 0.05), compared to the dormitory group, and less intake of fruits (p < 0.01) and dietary fiber (p < 0.01), compared to the commuting group were shown as undesirable practices of the self-boarding group. Therefore, continuous effort should be made to correct undesirable health- and diet-related practices found in this study in order to improve nutritional status as well as general health by developing a nutrition education program and contents of lectures focusing on more specific problems according to each subgroup such as lab-living and self-boarding male university students.
The purpose of this study is to examine the residents' preference to community facilities in national rental apartment complexes. Twelve housing complexes were sampled and researched with questionnaire and field-surrey methods. The data from the questionnaire survey were processed with SPSS 14 and analyzed by regional group, size of complex, and arrangement plan of facilities. The complexes are located in two legions, Seoul and Gyounggi province. They were also sorted into three groups by size: less than 500 households, 500 to 1,000, and more than 1,000. Lastly, the complexes were categorized into three types: those where facilities are concentrated in or around a single building, dispersed into several places, and located in residential buildings. The results are as follows: Majority of the community facilities are established outdoor and, therefore, the indoor facilities are relatively more insufficient. Especially, there is a shortage of indoor gymnasium while the demand is increasing. It is partly because there is no regulatory guideline on indoor gym requirements in housing complexes. The resident satisfaction measurement shows significant comparison according to region and complex size. The level of satisfaction with garden/kitchen-garden, pond/fountain/streamlet is higher at the complexes in Gyunggi. The residents of larger complexes give positive feedback about spells facilities while those of smaller complexes are more satisfied with education-related facilities such as library and study. The measurement of resident needs shows significant comparison according to complex size and facility arrangement plan. The residents of smaller complexes are more in need of community facilities. In both regulatory standards and actual condition, community facilities are more insufficient at small complexes with less than 500 households.
In the last 10 years the digital music contents market has grown rapidly. However digital music contents product and services are not managed with product planning and price policy considered customer attitude and digital music contents values. This study is to define the value properties of digital music contents services based on streaming and download as genre, price, sound quality, and usage appliance, and suggest the strategic market price and service composition of digital music contents service by customer attitudes about the value properties. The research used the conjoint analysis methodology based on the hedonic price model and collected 405 questionaries by users of Korean digital music contents services to the analysis. Hence 'sound quality' in download platform, and 'appliance' in streaming platform were the elements to evaluate the customer attitude. The results present the music contents productions and companies have to provide the differentiated services and price by the value properties of user preference in the market.
Kim, Sang Bum;Son, Ho Gi;Lee, Dong Gwan;Park, Mee Jeong
Journal of Agricultural Extension & Community Development
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v.19
no.4
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pp.833-857
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2012
This study was carried out aiming to provide information and enhance the satisfaction of real-time smartphones users on Rural Amenity Resources Information Services. For this purpose, domestic and international discussions and surveys on technology developments and expert analysis smartphone technology were reviewed. And empirical data were collected from 600 people through structured questionnaires including smart-phone experience, smartphone usage behavior, the required content, service items, service quality, Through this information, the content of rural amenity resources, how to take advantage of smart phones. Service Plan and developed, and a rural village locations to target mobile phone technology, the content was established. Through the preference analysis of the collected data, we designed the contents of rural amenity resources information based on smart-phone. It will be helpful to enhance the interchange between urban and rural such as farmer's market and rural tourism.
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